请帮助我通过拖动来旋转一个物体。物体是一只船的舵,可以用触摸屏旋转。我有一个问题,点击对象总是返回到角度0。如果我能让它旋转,但是它总是从0开始,而不是从我停留的地方开始。
public void OnClick()
{
Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
pos = Input.mousePosition - pos;
baseAngle = Mathf.Atan2(pos.y, pos.x) * Mathf.Rad2Deg;
baseAngle -= Mathf.Atan2(transform.right.y, transform.right.x) * Mathf.Rad2Deg;
}
public void OnDrag()
{
Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
pos = Input.mousePosition - pos;
float ang = Mathf.Atan2(pos.y, pos.x) * Mathf.Rad2Deg - baseAngle;
transform.rotation = Quaternion.AngleAxis(ang, Vector3.right);
}发布于 2017-09-07 09:43:45
对不起,以前的帖子不对。问题是多维数据集的“默认”方向(您使用Vector.right,但您需要Vector.up),以及它的错误轴。你可以使用"z“和"y",而不是"y”和“z”。我现在修复它,结束完全重写我的答案。
private Vector2 GetDirectionToMouse()
{
var mousePosition = Camera.main.WorldToScreenPoint(transform.position);
Vector2 result = Input.mousePosition - mousePosition;
return result;
}
float dragAngle;
public void OnBeginDrag(PointerEventData data)
{
var directionToMouse = GetDirectionToMouse().normalized;
var mouseAngle = Mathf.Atan2(directionToMouse.y, directionToMouse.x) * Mathf.Rad2Deg;
var transAngle = Mathf.Atan2(transform.up.z, transform.up.y) * Mathf.Rad2Deg;
dragAngle = mouseAngle - transAngle;
}
public void OnDrag(PointerEventData data)
{
var directionToMouse = GetDirectionToMouse().normalized;
var mouseAngle = Mathf.Atan2(directionToMouse.y, directionToMouse.x) * Mathf.Rad2Deg;
var targetAngle = mouseAngle - dragAngle;
transform.rotation = Quaternion.AngleAxis(targetAngle, Vector3.right);
} https://stackoverflow.com/questions/46087509
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